Devlog #5: Testing and Adjusting


The fifth day of the Game Jam is done.

I haven’t made much progress today in the coding and writing department, so I pivoted to testing what I’ve made so far.

It was… good? There are no bugs, which is a great achievement because I have no idea what I’m doing, but there are little things I didn’t think of when I started coding this project.

For instance, you begin the game by waking up in a temple, and have a few options of where to go:

How the code works is that when you leave an area, and then want to go back, it simply sends you back to the code I wrote, and just hides the option you chose last time. However, this means you need to be careful of what you write in a location to make sure it makes sense no matter how many times you go there.

In this example, I investigated the strange feeling, but decide not to open the door because it’s giving off some bad vibes:

what? - I’m already awake!

I’m already awake, so the line “You wake up in a large room” doesn’t make sense now! These are the little things I’m picking up while testing. Sorting this issue out is quite simple, as the game engine automatically tracks how many times you’ve visited a location. I can use this fact to change the words that appear if they’ve been to the location more than once:

A small piece of maths that checks how many times I’ve been to the ‘temple’ location.

and it works flawlessly!

I now return to the main room, rather than waking up again - yay!

I’m a little behind on the game now, and I have a busy weekend coming up so I might need to reduce the scope of the project: cut some drawings, remove the dice mechanic to streamline the game etc. but we’re getting there!

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